Junggon Kim

Postdoctoral Fellow

Computer Graphics Lab
The Robotics Institute
School of Computer Science
Carnegie Mellon University
Pittsburgh, PA 15213, USA

Office: Newell-Simon Hall, Room 4115
Email: junggon at cs dot cmu dot edu

My Curriculum Vitae

 

 

 


I am a postdoctoral researcher in the Robotics Institute at Carnegie Mellon University working with Prof. Nancy Pollard in the Graphics Lab. I received my PhD in Mechanical Engineering from Seoul National University, Korea in 2007, and I was advised by Prof. Frank Park in the Robotics Lab. I had also been working for Hyundai Heavy Industries Co., Ltd. as a researcher in the Electro-Mechanical Research Institute from 2000 to 2005.

 


Research / Projects

 

My research is in the area of computer graphics and robotics. I am particularly interested in physically-based motion generation for articulated systems such as animated characters and robots. I am also interested in developing techniques for physical simulation of the systems. Here are the main current themes of my research:

 

  • Interactive Physically-Based Control of Skeleton-Driven Deformable Characters: Imagine a fish character which happened to be on a dock and now is trying to escape into water. There is no hand-of-God, or a mighty external force helping it, and the only things it can rely on are its own muscles, or actuators, and the frictional contact between its body and the ground. In this situation, it would be very difficult to find a good sequence of command input on the actuators resulting in an escape. In this project, instead of developing a good motion controller or planner, we hope to make use of the user as a motion controller, borrowing their intuition about dynamic movements, because we believe that people do have a good sense of how a character should move to achieve a desired motion even for non-human characters. The goal of this project is to develop intuitive and interactive ways to realize the user’s intention in creating dynamic motions of skeleton-driven deformable body systems. Using our approach, various interesting motions of the character can be created by simply dragging the mouse in an intuitive way. Every motion is generated through dynamics simulation which is guided by the user’s control such as the mouse dragging.

 

  • Motion Optimization for Skeleton-Driven Deformable Characters: Optimization-based approaches can also be applied to generate interesting motions of animated characters. In this project we build a mathematical framework for optimizing motions of skeleton-driven deformable body systems which usually have lots of passive coordinates as well as active coordinates.

 

  • Recursive Hybrid Dynamics Algorithm for Animated Characters: Consider a system which has both active and passive coordinates. For example, a human character has both kinds of coordinates, i.e., active coordinates from its actuators, or active joints, and passive coordinates from the root joint connecting the character to the ground. If time trajectories for active coordinates are given and we want to obtain the resulting motion of the whole system through dynamics simulation, then hybrid dynamics will be a nice choice for the simulation of animated characters. Unlike the popular forward dynamics which requires a carefully tuned servo controller on each active coordinates, hybrid dynamics directly considers the accelerations of the active coordinates as input command and calculates the accelerations of the passive coordinates and the forces acting on the active coordinates as output. The hybrid dynamics simulation produces the very motions which would be obtained through the forward dynamics simulation with an ideal perfect servo controller.

 


Publications


Others